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Understanding initial experiences with Mindmax, an mHealth app that draws on shared interests in sports and video games.

, , , , , and . OZCHI, page 438-442. ACM, (2017)

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The Social Context of Video Game Play: Challenges and Strategies., , , , and . Conference on Designing Interactive Systems, page 761-772. ACM, (2016)Video Game Selection Procedures For Experimental Research., , and . CHI, page 186. ACM, (2018)Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming., , , , and . CHI, page 438:1-438:15. ACM, (2021)Demonstrating Commons Sense: A Novel Physiological Interaction For Engaging Live Streaming Audiences., , , and . CHI Extended Abstracts, page 196:1-196:4. ACM, (2022)Making friends in online games: gender differences and designing for greater social connectedness., , , and . Behav. Inf. Technol., 39 (8): 917-934 (2020)Risking Treasure: Testing Loss Aversion in an Adventure Game., , , , , and . CHI PLAY, page 306-320. ACM, (2020)Augmenting Co-Located Social Play with Biofeedback: An Interactional Approach., , , and . CHI PLAY, page 113-125. ACM, (2018)Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity., , , , and . CHI PLAY, page 231-242. ACM, (2018)Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments., , , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 1-26 (2023)Under Pressure: Exploring Choke and Clutch in Competitive Video Games., , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 239:1-239:22 (2021)